Six of Pentacles
  1. Characters

Six of Pentacles

Infiltration Specialist
Player Character

I'll do anything if you let me have the pieces, Mistress.

Title
Infiltration Specialist

Type
Player Character

Race
Mage

Age
28

Gender
Woman

Appearance

Nimbus: Long-Term
Collects money from the rich and distributes it to the poor

Nimbus: Immediate
Glitches where the same action is repeated several times

Signature
The faint sense of bureaucratic obstruction

Height
173cm

Eyes
Green w/ Glasses

Hair
Black, w/ Blond Roots

Obsessions
- Supernatural Breaking and Entering
- Investigate Living Machines/Programs

Aspirations
- Do a Democracy
- Steal from a Seer
- Undermine the Heirarch

Personality
Six of Pentacles is someone who changed greatly with her awakening.

As a sleeper Alice Chat coasted through life. She lacked the resources or motivation to succeed in academia and landed in the gray of the tech world. She found exploits and sold them, usually the the owner of the system she exploited. Sure, she didn't steal from them, but that was more out of fear for the consequences then any real aspirations to do "good". The gains just weren't worth the risk, or so she thought at the time.

Then she found herself in Arcadia.

The Awakening made Six see the banality of her previous existence. She saw a life that prioritized security over excellence. Worse still, the work itself was boring. It was trivial to do even before she could let Fate itself guide her hands towards success.

So she did the only thing she could do. She signed on with the the Free Militia and she applied her skills to something a little more exciting: infiltration.

As a Mage, Six of Penacles is driven to right what she perceives as wrongs in the world. To "Robin Hood this Bitch Up!", as she would say, and to quite literally steal wealth so as to redistribute it. As a member of the Free Council, she is among those numbers who hold the third tenet highest of all. "Destroy the followers of the Lie".

Outside of these new rules to her life, she's dedicated considerable energy to anonymity. It is rare to find a Mage so difficult to track as Six

Merits

High Speech (•) - Advantage

Effect: The character can use High Speech as a Yantra in spellcasting (see p. 120)

Note: Dots: 1

Consilium/Order Status (• to •••••) - Advantage

Effect: This Merit grants all the advantages of the Status Merit (see p. 107), except it applies to the city’s Consilium or your character’s local Order Caucus. This affords certain protections and advantages under the Lex Magica.

Your character’s position affords her certain access to her Caucus or Consilium’s stores. She can access Artifacts, Imbued Items, mentors, libraries, Grimoires, and other magical resources. The Storyteller should assign an Availability rating to the item your character seeks, related to the power level or regular Merit rating. Consider your character’s Status dots as Resources for the purpose of procuring these magical resources (see Acquiring Services, p. 228). Availability ratings assume the service or Merit will be assigned on a temporary basis (for a single story); add •• for permanent requisitions. The group assumes she’ll return it when done with it, or make amends if it’s destroyed or lost. Merits suitable for requisition include Alternate Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow, Sanctum, Library, Advanced Library, Safe Place, Familiar, and Resources, all with Availability equal to their dot rating. The Storyteller decides if your character’s group has access to a particular magical resource; rank doesn’t summon magical storehouses into being.

Order Status unlocks certain Merits and advantages unique to that group. As well, certain spells are taught to Order members; learning them outside the Order can be difficult at best, dangerous at worst. Usually, Order Status comes with a position of responsibility. This varies from city to city by Order.

Finally, Seers of the Throne Status adds to the character’s Resources for acquiring mundane items and services.

Sleepwalkers may only buy the first dot of a single version of this Merit. A character may normally have Status in a single Order. If a character works closely with a second Order, however, she may buy the first dot of their Status but no more, and may not use them for requisitions.

The Orders are both global organizations and locally compartmentalized. If a character uses Order Status in a Caucus other than her home one, reduce her effective rating in this Merit by –1 if the Caucus is a member of the same Consilium or Assembly, –2 if it is a member of the same Convocation, and –3 if it is unrelated. 

Note: Free Council
Dots: 1

Alternate Identity (•, ••, or •••) - Advantage

Effect: Your character has established an alternate identity. The level of this Merit determines the amount of scrutiny it holds up to. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn’t established the necessary paperwork to even approach a bureaucratic back- ground check, let alone pass one. At two dots, she’s supported her identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass a thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real, even to trained professionals.

Additionally, the Merit reflects time the character has spent honing her persona. At one or two dots, she gains +1 to all Subterfuge rolls to defend the identity. At three dots, she gains +2.

This Merit can be purchased multiple times, each time representing an additional identity. 

Note: Dots: 1

Resources (• to •••••) - Advantage

Effect: This Merit reflects your character’s disposable in- come. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she might have little money to throw around. Characters are as- sumed to have basic necessities without Resources.

The dot rating determines the relative amount of dispos- able funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.

Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs. 

Note: Dots: 3

Shadow Name (• to •••) - Advantage

Effect: Your character has a particularly developed magical persona, and is almost a different person when acting as a mage than in her mundane life. When purchasing this Merit, deter- mine the Shadow Name and its symbolism. The character may use those symbols as a persona tool in spellcasting, worth this Merit’s dots. Additionally, apply dots in this Merit as a With- stand rating to spells that attempt to identify her or cast on her using the Sympathetic Range Attainment when in her mundane persona, to spells using the Temporal Sympathy Attainment targeting a time when she was in her mundane persona, and as a dice penalty to mundane skill rolls relating to identifying her as the same person as her magical self. 

Note: Dots: 3

Occultation (• to •••) - Advantage

Effect: Your character is unnoticeable and inoffensive on a mystical level. Any time a character tries to read your character’s aura, or otherwise use magic to discern bits of truth within her, subtract your Merit dots from their pool.

Normally, a mage’s spells carry with them a hint of his Nimbus. This Merit allows a mage to hide that, to metaphysically sweep that under a rug. Your character’s Signature Nimbus is faint, vague, and couched in more symbolism and oblique references than other mages’. When someone attempts to scrutinize her Nimbus to identify her or track her, subtract your Merit dots from their rolls. The Withstanding level of sympathy for spells targeting the character has a minimum of her Occultation dots.

Drawback: If your character ever gains the Fame Merit, or becomes noticed by the public at large, you can lose this Merit. 

Note: Dots: 3

Mind

Psychic Assault (Mind •••) - Spell

Psychic Assault (Mind •••)

Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Academics, Intimidation, Medicine

A living mind is a delicate thing, easily broken. This spell forces the subject’s brain into a dangerously overactive state, mimicking the effects of a stroke. The subject takes bashing damage equal to Potency.

+1 Reach: The subject also suffers a –1 penalty to Mental rolls for the Duration of the spell due to the mental trauma. This effect may be applied up to three times, for a maximum penalty of –3 for three Reach.

Note: Praxis

Incognito Presence (Mind ••) - Spell

Incognito Presence (Mind ••)

Practice: Veiling
Primary Factor: Duration
Withstand: Resolve
Cost: 1 Mana
Suggested Rote Skills: Empathy, Stealth, Subterfuge

The mage hides the subject’s psychic presence, causing on- lookers to ignore her. When people look at her, they want to avert their eyes, or barely notice her. People cannot remember seeing her when they are no longer looking her way. Beings using supernatural abilities to concentrate on her, including Active Mage Sight, provoke a Clash of Wills.

Note: Praxis

Mental Scan (Mind •) - Spell

Mental Scan (Mind )

Practice: Unveiling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Empathy, Investigation, Occult

By quickly scanning the very surface of a subject’s thoughts, the mage is capable of discerning his mental and emotional state. For each level of Potency, the mage may ask the Storyteller a single question to gain information about the subject’s mental or emotional state. This information comes as flashes of insight from the subject’s thoughts, so the Storyteller should be sure to represent her answers as such.

Sample Questions 

  • What is the subject’s current mood? Flashes of being stuck in traffic, or waiting in a long line outside a store. The thought of a serene sunset at the beach.

  • How intelligent is the subject? Simple flashes of seemingly unrelated images. An image of a complex mathematical theory, or a quote from a piece of well-known literature.

  • Is the subject supernatural? Thoughts of drinking the life-force from others. The basic shapes of Imagos flashing past. Thoughts that flicker between animalistic and human. 

  • What does the subject most desire? Images of money, a person’s face flashing by, or a flashy car.

  • What, if any, psychosis does the subject suffer? Thoughts that seem to stem from many sources. Paralyzing fear associated with a specific thought. 

  1. +1 Reach: The mage is capable of reading through the surface thoughts of her subject, reading snippets of ideas and catching the words and phrases before he says them. The mage cannot scan deeper than whatever the subject is thinking of right at this moment, butthrough conversation she can direct the subject’s thoughts to specific topics.

Note: Rote

Space

Borrow Threads (Space ••) - Spell

Borrow Threads (Space ••)

Practice: Ruling
Primary Factor: Duration
Withstand: Connection
Suggested Rote Skills: Larceny, Occult, Subterfuge

By changing one’s connection to others, one changes oneself. This spell allows the mage to transfer a number of sympathetic connections equal to the spell’s Potency between herself and the subjects as determined by the spell’s Scale. She can either steal links from her targets or give her own to others. If the mage transfers a link to someone who already has a connection to the same thing, the new connection overwrites the old one for the Duration of the spell. The mage has to be aware of a connection (either through magic or just knowing the subject) to manipulate it.

+1 Reach: The mage may redirect the sympathetic connection between other subjects of the spell directly.

+1 Reach: Instead of transferring sympathetic connections, the mage may copy them.

Note: Praxis

Locate Object (Space •) - Spell

Locate Object (Space )

Practice: Knowing

Primary Factor: Duration

Suggested Rote Skills: Empathy, Occult, Science

All distance is an illusion. Once this truth is understood, all things are in the same place as the mage, and how can one lose track of herself? As long as the subject of this spell is within the Area of the spell, she knows its precise location. Short of concealing magic (which provokes a Clash of Wills), no attempt to hide the subject can fool her unerring senses.

+1 Reach: The caster can continue tracking the subject even if it leaves the Area.

Note: Rote

Time

Postcognition (Time •) - Spell

Postcognition (Time )

Practice: Unveiling
Primary Factor: Potency
Suggested Rote Skills: Academics, Empathy, Investigation

The mage can see into the past of a subject, witnessing events as though she were physically present to view them. By default, the caster may only view Unchanged subjects, but with Time •• she may view the more distant past, in which case the spell is Withstood by temporal sympathy.

The mage views the subject in “real time” from a moment declared when casting until the Duration of Postcognition expires. While viewing the past, the mage loses all Defense and may not take any actions or cast further spells.

+1 Reach: The mage can “scrub” the vision like a video, speeding it up, slowing it down, rewinding it, pausing it, etc.

+1 Reach: The mage remains aware of her surroundings, and does not lose Defense.

Note: Rote